EPISODE · Oct 9, 2020 · 50 MIN
VRchaeology: Intro - Ep 14
from The Archaeology Podcast Network Feed · host Host
In this weeks episode, start part one of our discussion about archaeology and VR! A very abbreviated explanation of VR, it’s integration into archaeology, and what we think of its impact in archaeology. We will continue our discussion of VR being used in archaeology as well as Archaeogaming in the following parts!Sources Schroeder, R., 1996. Possible worlds: The Social Dynamic of Virtual Reality Technology. Boulder: Westview Press. Sivan, Y., 2008. 3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce. Journal For Virtual Worlds Research, 1(1). Available at: https://journals.tdl.org/jvwr/index.php/jvwr/article/view/278 Sutherland, I.E., 1968. A Head-mounted Three Dimensional Display. In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I. AFIPS ’68 (Fall, part I). New York, NY, USA: ACM, pp. 757–764. Yee, N., 2014. The Proteus Paradox: How Online Games and Virtual Worlds Change Us-And How They Don’t, Yale University Press. Contact Show Twitter: @idigitpodcast Email: [email protected] Alyssa Instagram: aal.archaeology Twitter: Lyssakemi Michaela Instagram: mm_digitalized Twitter: m_mauriello Affiliates Wildnote TeePublic Timeular Find this show on the educational podcast app, Lyceum.fm! Hosted by Simplecast, an AdsWizz company. See pcm.adswizz.com for information about our collection and use of personal data for advertising.
What this episode covers
In this weeks episode, start part one of our discussion about archaeology and VR! A very abbreviated explanation of VR, it's integration into archaeology, and what we think of its impact in archaeology. We will continue our discussion of VR being used in archaeology as well as Archaeogaming in the following parts! Sources * Schroeder, R., 1996. Possible worlds: The Social Dynamic of Virtual Reality Technology. Boulder: Westview Press. * Sivan, Y., 2008. 3D3C Real Virtual Worlds Defined: The Immense Potential of Merging 3D, Community, Creation, and Commerce. Journal For Virtual Worlds Research, 1(1). Available at: https://journals.tdl.org/jvwr/index.php/jvwr/article/view/278 * Sutherland, I.E., 1968. A Head-mounted Three Dimensional Display. In Proceedings of the December 9-11, 1968, Fall Joint Computer Conference, Part I. AFIPS '68 (Fall, part I). New York, NY, USA: ACM, pp. 757–764. * Yee, N., 2014. The Proteus Paradox: How Online Games and Virtual Worlds Change Us-And How They Don't, Yale University Press. Contact * Show * Twitter: @idigitpodcast [https://www.twitter.com/idigitpodcast] * Email: [email protected] * Alyssa * Instagram: aal.archaeology [https://www.instagram.com/aal.archaeology] * Twitter: Lyssakemi [https://www.twitter.com/Lyssakemi] * Michaela * Instagram: mm_digitalized [https://www.instagram.com/mm_digitalized] * Twitter: m_mauriello [https://www.twitter.com/m_mauriello] Affiliates * Wildnote [http://www.wildnoteapp.com/] * TeePublic [https://www.teepublic.com/?ref_id=5724&ref_type=aff] * Timeular [https://timeular.com/ref/chriswebster/] Find this show on the educational podcast app, Lyceum.fm! [http://lyceum.fm/]
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VRchaeology: Intro - Ep 14
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